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Re: Spike Light - V3

Simple - Five flood modes and one spot. Any sort of press (long or short) moves you to the next mode in the list and then back to off. No mode memory.

Competition - You use double clicks to choose your preferred flood level. Then it's just a single click to go from flood->spot->flood. Long press turns it on/off.

Competition + extras. Same as Competition + a double click from 'off' gets you into a group of modes including beacons/strobes, sos, lockout, batter indicator and all LEDs on full power.

All versions have a low-battery protection that disables the more powerful modes automatically. This is just a safety feature. The cost is barely 20 minutes of the high modes but the reward can be hours or even days of light on the ultra-low modes.

Yes its been a while. The Red LED has been removed, but its possible to make a custom V3 with a red XPG. Probably it would be easier to just remove the lens and put a little red filter over one or both of the flood LEDs. Then set up a UI to address them individually.

Re: Spike Light - V3

filter would probably be nice..

maybe you can enlighten me or make that an option?? removeable filters!!!!! YAY

Originally Posted by ahorton

Hi Ants.

Yes its been a while. The Red LED has been removed, but its possible to make a custom V3 with a red XPG. Probably it would be easier to just remove the lens and put a little red filter over one or both of the flood LEDs. Then set up a UI to address them individually.

Re: Spike Light - V3

For caving, a UI which allowed for a spot-augmented flood would be useful.

Having long used a light with independently-controllable beams, most of the time I use a blend biased strongly towards flood, with spot typically just adding extra reach without wrecking the flood nature.
Not only does that give what I think is the 'nicest' beamshape for most of my activity, well suited to both moving in narrow-ish passage and across floors, but for usefulness in route-spotting, etc it allows significantly lower power consumption than I'd need if I was using a flood-only beam (and that's the case even though my flood is somewhat more centre-biased than a 'naked' flood would be).

Re: Spike Light - V3

AsianAnts, The V2 battery had 2 18650 cells pre-welded and sealed up into a custom battery pack. The V3 also uses 2 18650 cells, but they are not soldered into a pack. They can be removed and replaced like you would a regular cell. There is an 18650 holder with spring contacts.

Thanks again for the kind comments. Hopefully I can make a few up this weekend to start selling them.

Re: Spike Light - V3

I'm glad you like it. For those who tried the V2 UI, this is similar, except that the extra modes have been moved further away so you don't accidentally end up in them when you're trying to turn it off.

The silliest thing was holding me up from selling them. The elastic I had planned to use turned out to be poor quality, so I had to hunt for better stuff. Then when I found it I could only buy enough for 7. So now I'm ordering some in. Such a pathetic thing to get in the way, but you can't have a headlight without it!

Re: Spike Light - V3

Re: Spike Light - V3

Will the battery pack survive 20m underwater? Did you test everything working under pressure and you can confirm it works or it is just the light itself that was not leaking?

The video looks promising, I consider attaching the light to the front of my helmet and using it for some shallow cave dives - obviously not as my primary light, just a valuable addition to the main part of the equipment.